Activate this card when a monster with [E-Hero] in
its name is removed from your field. Add a monster
with [D-Hero] in its name to your deck equal to or
lower than level of the monster that was removed.
Type - Trap
Card Number - EOJ-JP053
Ratings are based on a 1 to 5 scale 1 being the worst.
3 ... average. 5 is the highest rating.
Date Reviewed - 08.09.06
I understand it's a search mechanic for Destiny Hero
monsters, but it forces you to play Destiny Heroes
AND Elemental Heroes. It's bad enough when you run
up against someone running either one or the other
in a Regional tournament -- they absolutely kill
your tiebreakers...but if they're packing both and
refuse to drop, you can bet your bottom dollar
they're going to throw a big fat -7 or -8 into your
sorry, I'm tired of support for Hero cards of any
Reviewing monsters is fine, but this is a 1 for 1
and very restrictive.
The monster must be of an equal or lower level and
it goes to your hand instead of back to the field.
Well, I can't blame you. It might be alright, but a
tutor in Trap form doesn't exactly give you the
ability to find a monster when you need it. And,
having to wait until you lose a monster anyway is
just rather too much. This won't make D-Heroes a
force of pain.
As puns on us British goes in Yugioh, I’d say this
is one of the better ones. Tea time in the UK is
when we all sit down and have our large meal of the
day, we don’t normally drink tea though, at least
not in my house.
D- Time is an interesting trap from EOJ that hopes
to unite E hero’s and D heroes together into some
sort of ED hero deck , a weird combination.
Something I don’t recommend.
As you can plainly see from my good awful E hero
deck , E hero’s haven’t got room for much in terms
of cards, especially with the new Neo spacians
breathing down their necks.
D heroes are not the kind of cards that really gel
with E heroes, As one set relies on fusions and the
other on mini , turn based effects. They’re of 2
different worlds. This adds to the boatload of
situational hero support out there already.
Traditional : 1/5
Art : 3/5 Gotta love the effort
MPS ; 3/5 Appreciate what they were trying for.
Tea Ti.....ohhhh I mean D-Time ??? sorry couldn't
resist that joke, Now I'm not a huge fan of both D &
E-Heros but worse if they're in the same deck which
will lead to amazing bad topdecks sorry to rain on
someones parade but its true E-Hero/D-Hero shouldn't
be in the same deck unless you splashed Wildheart
which is the only real good playable E-Hero ( I'm
going to get hate mail for that for sure ). Now IF
you play both when your E-Hero leaves the field you
get to add one D-Hero thats LV is equal or lower the
the E-Hero to your hand which isn't that bad soo for
example trade in your WildHeart for D-Hero Diamond
Dude thats pretty much it.
Unless you're making a fusion of Edo/Jadan decks
both E-Hero & D-Hero should be in the same deck in
my opinion just will lead to bad hands.
Traditional Formal > 1/5:
If you're running D-Hero in traditional you're a
Advance Format > 1/5:
See Conclusion for reasons for my rating remember my
opinion maybe different from others keep that in
mind if you're a D-Hero/E-Hero fan
Artwork > 4/5:............
Tea Time ahh I was holding that in :D, Just another
case of artwork being better then the card itself
Today we look at another Trap from EOJ called
D-Time. Again with lack of knowledge from not buying
EOJ cards, I just actually saw this card for 1st
time. So if this review is short, please send hate
mail to email@example.com. Anyways on to
You can activate this card when a monster on your
side of the field that includes"Elemental Hero" in
its card name is removed from the field. Add 1
monster from your deck to your hand that includes
"Destiny Hero" in its card name and whose level is
equal to or lower than that "Elemental Hero"
At first glance, you will realize this card sucks
outside of Elemental/Destiny Hero decks. Ive never
ran a Elemental Hero deck, or Destiny Hero deck, but
I know that both decks arent good enough to win a
Regionals/SJC or Nationals. So why bother? Casual
duels, Im sure those kinda deck would be cool.
Its too situational in my opinion, you have to
remove a Elemental Hero, via your own card effect,
or your opponents, to fetch a "Destiny Hero". I know
some Destiny Hero's are good but if your opponent
has a dedicated hand and dedicated backfield, it
wont matter anyways. Your basically getting nothing,
as it will probably be gone next turn or a few turns
later anyways. Plus the levels have to be equal or
less.(Should be whatever level you want).
+ Fetches a Destiny Hero, some of them have good
+ Card goes to your hand, they could respond with a
TT if summoned.
+ Normal Trap, so your opponent might not worry to
much about it.
Probably more, but again these come to mind firstly.
- Has to be a Destiny Hero, cant be a Elemental
- Its a Trap card, Royal Decree kills it.
- Elemental/Destiny Hero decks, are easy to beat.
Probably more, but you get the point.
I recommend you play this casual as its fun to use.
SJC-wise, your best chance at a Shrink would be
Stein, Decree, Return, or some weird deck that moves
fast, and people dont understand.
Traditional: 1/5(I should put 0/5)
Advanced: 2/5(Casual duels make it higher)